Order of Blood Magic
The Order of Blood Magic is an arcane tradition that treats vital essence as the ultimate reservoir of magical power. Practitioners of this order have discovered that the life force carried within the body can be converted directly into spell energy — a technique as potent as it is costly. These wizards are disciplined, calculating, and willing to spend themselves to achieve their goals.
Order of Blood Magic Table:
| Level | Subclass Features Gained |
|---|---|
| 2nd | Blood Casting, Sanguine Ward |
| 6th | Blood Rite |
| 10th | Vital Conduit |
| 14th | Vital Surge |
Subclass Features
Blood Casting
2nd-level Order of Blood Magic feature
You can fuel your spells with your own vitality. When you cast a spell of 1st level or higher, you can choose to spend hit points instead of expending a spell slot. You pay \(2d6\) hit points per level of the spell. This hit point cost cannot be reduced by any means.
Sanguine Ward
2nd-level Order of Blood Magic feature
Your connection to vital essence strengthens your grip on concentration. While you are concentrating on a spell, you have advantage on Constitution saving throws made to maintain concentration.
Blood Rite
6th-level Order of Blood Magic feature
When you cast a spell of 1st level or higher, you can mark one target of the spell within range. For 1 hour, your spells ignore that target's resistance to one damage type of your choice. You choose the damage type when you apply the mark.
Vital Conduit
10th-level Order of Blood Magic feature
You have refined your technique, reducing the toll of Blood Casting. When you use Blood Casting, the hit point cost is reduced to \(1d6\) per spell level instead of \(2d6\).
Vital Surge
14th-level Order of Blood Magic feature
When you deal damage to a creature with a spell, you can reclaim a measure of the vital energy you have spent. You regain hit points equal to half the damage dealt to one creature by that spell. You can use this feature a number of times equal to your Intelligence modifier per long rest.